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55 lines
1.6 KiB
55 lines
1.6 KiB
#ifndef BOT_H |
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#define BOT_H |
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// botman's Half-Life bot example (http://jump.to/botman/) |
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#define LADDER_UP 1 |
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#define LADDER_DOWN 2 |
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#define WANDER_LEFT 1 |
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#define WANDER_RIGHT 2 |
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typedef struct // used in checking if bot can pick up ammo |
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{ |
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char *ammo_name; |
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char *weapon_name; |
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int max_carry; |
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} ammo_check_t; |
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class CBot : public CBasePlayer //Derive a bot class from CBasePlayer |
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{ |
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public: |
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Vector v_prev_origin; // previous origin (i.e. location) |
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float f_shoot_time; // next time to shoot weapon at |
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float f_max_speed; // last sv_maxspeed setting |
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float f_speed_check_time; // check sv_maxspeed every so often |
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float f_move_speed; // speed at which the bot will move |
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int ladder_dir; // direction traveling on ladder (UP or DOWN) |
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int wander_dir; // randomly wander left or right |
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float f_pause_time; // timeout for periods when the bot pauses |
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float f_find_item; // timeout for not looking for items |
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CBaseEntity *pBotEnemy; // pointer to bot's enemy |
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char message[256]; // buffer for debug messages |
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void Spawn( void ); |
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void BotThink( void ); |
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void Killed(entvars_t *pevAttacker, int iGib); |
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void PlayerDeathThink( void ); |
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// Bots should return FALSE for this, they can't receive NET messages |
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virtual BOOL IsNetClient( void ) { return FALSE; } |
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int BloodColor() { return BLOOD_COLOR_RED; } |
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void BotDebug( char *message ); |
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void BotOnLadder( void ); |
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CBaseEntity * CBot::BotFindEnemy( void ); |
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void BotShootAtEnemy( void ); |
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void BotFindItem( void ); |
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}; |
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#endif // BOT_H |
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